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#61
Bug Reports / r11731 - player ranking
Last post by Andarix - June 25, 2025, 06:52:34 AM
When I open the player ranking list, the players are mixed up. Petersil Cars ist Script AI player.

Screenshot 2025-06-25 084712.png
#62
Simutrans-Extended bug reports / Island town spreading to far a...
Last post by zook2 - June 25, 2025, 06:31:44 AM
If you look up Bealock (6679,2444) on the BB server, most of it is far to the northeast, near Bimblemere. It's cosmetic, but looks a bit buggy.
#63
Bug Reports / Re: [Linux Wayland] Window bor...
Last post by Yona-TYT - June 25, 2025, 05:23:36 AM
Quote from: prissi on June 24, 2025, 11:18:56 PMIt could be that this is an issue with SDL3 (which just uses a wrapper to SDL2 to compile on some Linuxes). Is it steam or the nightly? SLD2_mixer is still old plain SDL2.
This is one night..
#64
Bug Reports / Re: [Linux Wayland] Window bor...
Last post by prissi - June 24, 2025, 11:18:56 PM
It could be that this is an issue with SDL3 (which just uses a wrapper to SDL2 to compile on some Linuxes). Is it steam or the nightly? SLD2_mixer is still old plain SDL2.
#65
Pak128.Britain-Ex / Re: Recalibrating industry con...
Last post by robly18 - June 24, 2025, 09:43:34 PM
Even if currently unbalanced, I would be very happy to play with these additions. I take it that it's not possible to do so yet?
#66
Simutrans-Extended development / Re: Tweaking industry growth t...
Last post by martin509 - June 24, 2025, 09:19:26 PM
Alright, it has been a bit (I ended up taking a break from this due to real life), but I am back to working on this project!

Some updates: First, I have gotten started on the translation process for the 'number of translators' setting name, though have not logged on to Simutranslator yet to add a note there. More notably, I have what I think is a good working savegame conversion scheme working!

I ended up not doing either of the ideas I had previously come up with for translating old savegames. The first idea, a simple 'fudge factor' (i.e. dividing the industry density proportion by some number to get what it 'should' be for this new system) did not sit right with me, and seemed to vary greatly between worlds. The second idea, recalculating the industry density proportion by assuming the current density of consumers in a world was fine, also did not sit right, as part of the entire impetus for this project was to fix underpopulated consumers in worlds.

I ended up with a somewhat complex algorithm that tries to estimate what the industry density target should be, by taking into account current overproduction. Here are the steps:

- First, we get what the 'consumer-only' industry density currently is on the map.
- Next, we get the total production and consumption for all 'final' goods (goods that are consumed by at least one consumer industry). We multiply this by our consumer density to get our 'target density'. For instance, if I currently have a consumer density of 40 for a bunch of pubs, and I have a brewery that overproduces beer for them by a factor of 6, then our target density is going to be 240 (at first).
- From there, we also get the difference between the target density and the current consumer density. For our pub example, this would be 200.
- We subtract this difference from our 'old density' (that is, the industry density counted via the old method where we count producers and manufacturers). Let's say that old density is 800, so that subtracted difference is 600.
- We then multiply our target density by the fraction of (old density - difference)/(old density). This step is to essentially compensate for the extra industry density adding our consumers would add under the old model. For our current example, this means our target density of 240 gets multiplied by 640 and divided by 800, for a new target density of 180.
- We then use this target density for the industry density proportion calculation - for reference, multiplying target density by 1,000,000 and dividing by total world population.

A bit complex? Perhaps, but I think the results speak for themselves. In an experiment with a circa-1910 Pak128Ex savegame (using the current version and not my modified version I was working on), there was a burst of construction that eventually trailed off within around 3 years of loading the old save, filling in a number of consumer industries for the major bottlenecks (in this particular world, it was beer and steel that was overproduced). By the time it trailed off, things had gone from <10% utilization to >75% without any entirely new supply chains being added, which is roughly what I wanted.

Anyways, all this to say - this project is not dead, and work continues! The savegame compatibility code should be on GitHub now for you to peruse.
#67
Community Discussion / Re: Error downloading SVG logo
Last post by Yona-TYT - June 24, 2025, 08:39:41 PM
Quote from: Roboron on June 24, 2025, 06:38:40 PMI think I fixed it; please try again.
Is fix ! thanks!
#68
Scenarios and Challenges / Re: New York City - pak128
Last post by Mastermax - June 24, 2025, 07:15:57 PM
Hi, i think its necessary to rework the underground construction things. also a change because of double hights.
#69
Community Discussion / Re: Error downloading SVG logo
Last post by Roboron - June 24, 2025, 06:38:40 PM
I think I fixed it; please try again.
#70
Pak128 Add-ons and Graphics / Re: Susie's Add-ons
Last post by Milko - June 24, 2025, 04:22:55 PM
Hello

The buildings are beautiful, I think the one with Maradona should be made an attraction of the city, so that it generates a particular traffic of tourists and mail.

Giuseppe